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Dead of Winter: The Long Night» Forums » General

Subject: Improvements: A little OP? (Improvement Card Spoilers) rss

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J. Chris Miller
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It seems like the improvements are a bit overpowered to me. Now, as I understand it, you can just discard junk to build them. I don't know if this is the rule or not, so this is influencing my opinion.

But once you build them they're incredibly good. The Greenhouse for example takes 3 advancements, and then for the rest of the game players can just spend a 1+ die on each of their turns to place a food token into the food supply. I can't see ever having to worry about food again with that. Granted the unruly survivors could help balance, but in general I could see a strategy being, build a few key improvements and just coast for most of the game after that.

*Note: I have not played this expansion yet, I am going strictly off of the Dice Tower review.
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Donny Behne
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A few rules notes to check on.

1) Only cards that say "...Advance 1" can do this.

2) You only get four Improvement cards in a game and it's random which four you get.

Are you playing with all three modules or just improvements? I've found that they all significantly tweak difficulty. Improvements makes the game much easier. Raxxon ramps up difficulty. Bandits does both in roughly equal amounts. If you're playing just modules and nothing else, then the game does get a lot easier. I'd balance it with Raxxon and see how it plays.
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Brandon Alderman
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You discard junk to place an advancement token. most need 3 to 4 advancement tokens to build.

You do get more than 4 per game but only 4 are available to build on the board at a time, once you build one replace it with another card.

There are alot more crisis cards that require junk also if you play with Raxxon the containment code requires a specific dice combination. You may find yourself needing to use junk to adjust die rolls so that you meet the containment code.

I think you will find most games build one or two improvements and that's all the junk they may have to spare.
 
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Jason
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I would think if you played with just Improvements, you could always pick the Hardcore side of the objective.
 
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Ryan M
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I'm pretty sure the preview that talked about improvements specifically mentioned that they make the game easier. However, from what I've seen in the previews as well as the Dice Tower videos, the improvements will balance out if played with the other modules as those modules make the game harder or require more from players. If you play JUST improvements, then it may seem "op" because they are suppose to make the game easier.
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Also, the Greenhouse still uses a die. That is the same as using a die to search for a food card, except maybe you would have gotten a food 2... or 3.
 
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Tim McDonald
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kelann08 wrote:
2) You only get four Improvement cards in a game and it's random which four you get.


Alderdust wrote:
You do get more than 4 per game but only 4 are available to build on the board at a time, once you build one replace it with another card.


The "Watch It Played" video says you replace built improvement cards with a new one from the deck, but I don't see anything about this in the rule book. Am I just missing this rule somewhere? Is the book missing the rule? Is the video wrong?

I haven't played yet, but the Raxxon and Bandit modules seem tough. I think I'll need some good improvements to handle the extra difficulty of those modules.
 
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Joseph
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I was under the impression you could draw another one when you completed an improvement, though the rules say nothing about it.

I don't think the module is overpowered because the amount of Junk you need to build more than one (more than two if you get cheap ones) is insufficient on its own. I imagine it would become a cakewalk, however, if you have Melissa and the Drill.
 
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Donny Behne
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DifferentName wrote:
kelann08 wrote:
2) You only get four Improvement cards in a game and it's random which four you get.


Alderdust wrote:
You do get more than 4 per game but only 4 are available to build on the board at a time, once you build one replace it with another card.


The "Watch It Played" video says you replace built improvement cards with a new one from the deck, but I don't see anything about this in the rule book. Am I just missing this rule somewhere? Is the book missing the rule? Is the video wrong?

I haven't played yet, but the Raxxon and Bandit modules seem tough. I think I'll need some good improvements to handle the extra difficulty of those modules.


Well, it calls it a deck, and doesn't say to put it back in the box after dealing four so I suppose you can keep building them. You'd be hard pressed to get more than a couple out, though, unless you ended up with four that cost 1.
 
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Tim McDonald
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Good point about not putting the cards back in the box. Rodney Smith replied to me on his Watch It Played video, and says he checked with the plaid hat guys about drawing the improvement card, so that's how I'll play it.
 
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Brandon Alderman
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I was part of the playtesting and we replaced the built card on the table when one was built so you always had 4.
 
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